The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
could I have a vote count
You may.

Vote tally:
##### 3.19
[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 7
HanEmpire, hcvquizibo, Portec, Vyrexuviel, Nervos Belli, avatar11792, Valerian

[X] Day- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[X] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.
[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
Superticus

[X] Day- Split firebetween two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Attack cautiously- You could have your forces slowly and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
Andres110

[X] Day- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
[X] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.
[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
3man75

[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
-[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
-[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
[X] Begin to fortify two hours before dark- This will reduce the amount of territory that you take by a minor amount but will allow your forces to erect basic fortifications at their positions before dark making it harder for the Dark Eldar night forces.
[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
aledeth

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the current fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a major amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
runes

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
-[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the current fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
-[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.
[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
Sightsear

[x] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[x] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[x] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[x] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[x] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[x] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conducting their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
dragon

[X] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[X] Begin to fortify three hours before dark- This will reduce the amount of territory that you take by a moderate amount but will allow your forces to erect basic fortifications at their positions and clear killing fields before dark making it even harder for the Dark Eldar night forces.
[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conducting their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
Sun of York

[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly seize the inner city.
[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 3
Derek58, SirHades2.0, Ruirk

[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly seize the inner city.
[X] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of votes: 1
Aeondrac
 
Here ya go.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1111 | Sufficient Velocity
##### NetTally 1.5.7

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of Votes: 17

[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
No. of Votes: 14

[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 13

[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
No. of Votes: 13

[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
No. of Votes: 13

[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
No. of Votes: 13

[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
No. of Votes: 13

[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
No. of Votes: 6

[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly seize the inner city.
No. of Votes: 4

[X] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.
No. of Votes: 3

[X] Day- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
No. of Votes: 2

[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
No. of Votes: 2

[X] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
No. of Votes: 2

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 2

[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the current fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
No. of Votes: 2

[x] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
No. of Votes: 2

[x] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conducting their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
No. of Votes: 2

[X] Attack cautiously- You could have your forces slowly and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
No. of Votes: 1

[X] Begin to fortify two hours before dark- This will reduce the amount of territory that you take by a minor amount but will allow your forces to erect basic fortifications at their positions before dark making it harder for the Dark Eldar night forces.
No. of Votes: 1

[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a major amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
No. of Votes: 1

[X] Begin to fortify three hours before dark- This will reduce the amount of territory that you take by a moderate amount but will allow your forces to erect basic fortifications at their positions and clear killing fields before dark making it even harder for the Dark Eldar night forces.
No. of Votes: 1

Total No. of Voters: 19

Honestly though these things should be done by plan - coherent plans are better for war than picking by line.
 
I have a idea I would like to put forth.

During the ork invasion Avernus Rough Riders were cable of inflicting heavy casualties on the ork forces through harassment and now Avernus forces have suffered heavy casualties from harassment. We have seen it from both sides and felt how effective it is if you do not need to defend a position. So why not build up a dedicated infantry composition that specialize in harassment and/or counter-harassment?

@durin
How possible would the following concepts be? If possible, would you allow those?
  1. Train 1 in 10 guardsmen (like the corpsmen) as a 'Pathfinder' to increase the casualties of their harassment and/or reduce the casualties of harrasment against them.
    • Can it be even applied to both offense and defence?
  2. Train regional (specialiced for the different habitats on Avernus) regiments for harrasment.
    1. These could preform on other planets as well but with reduced boni.
    2. They are so specialized that they are of no/little use outside their 'home ground'. Althrough trained to Guard standarts (needed for specialized regiments) they would belong to the PDF.
  3. Train generic 'Pathfinder' regiments specialized in harasment and/or counter-harassment.
Then of course there is the difference in specialization. 1 would be an invisible modifier like the corpsmen because it is the most generic while 2.2 is the highest specialized and could gain a 20 to 40 points 'home ground' bonus (during the ork harassment we had a 10 point bonus for Home Ground and another 5 from terrain) because part of their speciality is their home ground and another 20 to 30 points harrasment-speciality bonus (DE have 50 point bonus. I would be happy with half of that for 'mere' humans) but could not be used as freely.

Opinions?
 
A funny idea occurred to me. What if Avernites start assuming Gallium III is actually a death world that makes Avernus look like a pleasure planet? After all, if the governor came from there, it has to be the deadliest world in the Imperium.
 
A funny idea occurred to me. What if Avernites start assuming Gallium III is actually a death world that makes Avernus look like a pleasure planet? After all, if the governor came from there, it has to be the deadliest world in the Imperium.
A fun though.
But I think the fact that he was misassigned from a deeply in debt Agriworld is sufficiently common knowledge (and possibly considered an act of the emperor) that people won't think so.
 
The answer is to apply powered armor to it, shake it and hope that Chaos doesn't all over it. Other than that I'm in favor. (what was the question again?)

I'm in favor of dedicated harassment units, particularly in Avernus, but I'm not how I'd want to go about it.
We are still waiting for a chance to make the Phase-Tigers a grenadier regiment and equip it with stealth-power-armor at the same time.

There should be little problem to make a specialized grenadier regiment in power armor out of an specialized guard regiment. It will make said grenadier regiment a hell of a lot more expansive through.

But the thought? 10 regiments in stealth/raider/GM-wish power armor running harvoc on an invading force? Probally supportet by some 40 Guard regiments?

Avernus is BS with its Infantry. Sadly we need a lot more airforce first to use our infantry more freely.
 
We also should see what we can do to encourage similar sorts of BS with its void forces. We have a solid grounding transitioning ground forces to boarding parties, but our destroyers can't solo an ork krooza yet. Obviously more work needs to be done.
 
I have a idea I would like to put forth.

During the ork invasion Avernus Rough Riders were cable of inflicting heavy casualties on the ork forces through harassment and now Avernus forces have suffered heavy casualties from harassment. We have seen it from both sides and felt how effective it is if you do not need to defend a position. So why not build up a dedicated infantry composition that specialize in harassment and/or counter-harassment?

@durin
How possible would the following concepts be? If possible, would you allow those?
  1. Train 1 in 10 guardsmen (like the corpsmen) as a 'Pathfinder' to increase the casualties of their harassment and/or reduce the casualties of harrasment against them.
    • Can it be even applied to both offense and defence?
  2. Train regional (specialiced for the different habitats on Avernus) regiments for harrasment.
    1. These could preform on other planets as well but with reduced boni.
    2. They are so specialized that they are of no/little use outside their 'home ground'. Althrough trained to Guard standarts (needed for specialized regiments) they would belong to the PDF.
  3. Train generic 'Pathfinder' regiments specialized in harasment and/or counter-harassment.
Then of course there is the difference in specialization. 1 would be an invisible modifier like the corpsmen because it is the most generic while 2.2 is the highest specialized and could gain a 20 to 40 points 'home ground' bonus (during the ork harassment we had a 10 point bonus for Home Ground and another 5 from terrain) because part of their speciality is their home ground and another 20 to 30 points harrasment-speciality bonus (DE have 50 point bonus. I would be happy with half of that for 'mere' humans) but could not be used as freely.

Opinions?
all options are feasible
 
[X] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.

[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.

[X] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a major amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.

[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conducting their current operations but will lose you access to the Phase-Tigers skills for the immediate future.

[X] Assign the Black Irons to the three breeches that are close to each other and will allow quick support. They should lead the attack and attempt to link the breeches together quickly.
 
we voted to have the transports land near our position, they took moderately heavy casualties from dark eldar AA, I'm assuming the main reason that option was chosen was due to time constraints. Though I may be mis reading the motivation behind choosing that option.

mostly because I don't really see how dark eldar harassment was much of an issue, It's unlikely they would get better kill ratios than if we had to root them out.

No. The main reason was that landing far away would expose our reinforcements to harassment, be difficult to protect, and would mean we would not have the ammunition for continuous shelling.

Landing a medium distance would have exposed us even more to the enemy fighters but without the protection of our own AA, and still vulnerable to enemy AA and harassment.

Landing nearby meant more pain upfront from the AA, but quicker resupply so that the shelling could remain constant,and not require protection from harassment.

If only the Dark Eldar hadn't rolled a natural 100 on the first roll...

The Midgardians have been the ones fighting the Dark Eldar pretty much the entire time since we entered the city. The Avernites only showed up at the very end. War never changes, it seems.

Not true. Avernites led the attack through the outer walls, and then held the ground while the Midgards got inside. Then we had the Midgards take the rest of the outer city, before the Avernites again assaulting the inner city walls.

It's basic strategy. Use your elites as the shock troops when assaulting fortified positions.
 
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I thought they already got Helguard training and upgrades.
That was before they cut off in the warp storm. Then they picked up half the forces on Jotunheim that are PDF level. See?
Total: 166 Black Irons Regiments
17 Helltrooper Infantry Regiments
18 Helltrooper Mechanised Infantry Regiments
13 Helltrooper Heavy Infantry Regiments
12 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
17 Helltrooper Drop Infantry Regiments
17 PDF Infantry Regiments
32 PDF Light Infantry Regiments
23 PDF Heavy Infantry Regiments
18 PDF Armour Regiments
 
Not true. Avernites led the attack through the outer walls, and then held the ground while the Midgards got inside. Then we had the Midgards take the rest of the outer city, before the Avernites again assaulting the inner city walls.

It's basic strategy. Use your elites as the shock troops when assaulting fortified positions.
You're missing the context. I was responding to a guy saying that the Dark Eldar's fear tactics weren't working on our army because our Avernites simply don't care. My response was to jokingly refer to how he is giving the credit entirely to the Avernites rather than sharing it proportionally between them and the Midgardians, much like the popular notion of the Imperial Guard not receiving credit when Space Marines are involved.

The joke I made was not a criticism of the strategy nor was it meant to portray the Avernites as useless, but rather exemplify the under-appreciation of the Midgardians.
 
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